﻿#version 400
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;

in vec3 v_Position;
in vec3 v_Color;

out vec3 f_Color;

void main(void)
{
    f_Color = v_Color + vec3(0.005, 0.005, 0.005);
    gl_Position = ProjectionMatrix * ModelViewMatrix * vec4(v_Position, 1);
}
